Royal Rising is a PvP Battle Royale multiplayer game featuring large environments, fortnight style construction system
and unique post spectator mode.
The game was played from a top down view with matches lasting 2 to 5 minutes.
Bots would fill empty slots, fill in for disconnected players or populate a single player practice server.
The game was built on a custom in-house engine and over the course of development multiple different approaches to
networking were used.
Early in development a hybrid authoritative client with a server doing additional checks was used but later in
development the networking code was rewritten with a more traditional authoritative server and predictive client.
AI pathfinding went through a similar development cycle, initially using an inhouse nav mesh but as the game world
became more dynamic an off the shelf solution was required.
I worked on networking, AI, Pathfinding, Physics and Player movement.